Happy New Year! In under a month, you’ll be jumping into the full release of The Waylanders and we can’t wait to see how you like the continuation of the story.
Stepping forward a thousand years has absolutely changed the land and the people who inhabit it. Villages have become forts and castles, stone roads have replaced dirt trails, and creatures of magic have gone into hiding. Your companions will change too. Rediscover mortals reborn and seek out immortal friends who have traveled the thousand year road the hard way.
With advances in crafting, the medieval period holds a whole host of new weapons, armor, and other items to discover and outfit your party with. There’s a lot coming for you to discover!
Now, on to a few things ahead of launch.
All That Glitters is Morian Gold At full release, The Waylanders will increase in price from $34.99 USD to $39.99 USD. This increase will vary from region to region and serves to reflect the extra content available.
To offset this increase for RPG fans who haven’t yet jumped in to The Waylanders (and don’t read our community posts) during Early Access, we plan to have the game discounted by 10% for 2 weeks after launch. Beyond that launch discount, you’ll see The Waylanders in future Steam sales.
We truly appreciate the support of everyone who played during Early Access, especially those who gave feedback or let us know about a bug. Thank you all so much!
That Which Was Written Will Be Lost Unfortunately Early Access save files will not work correctly in the launch build. We know all you Early Access players have put a lot of time into your characters and we’ve looked into many possibilities in how to address this, but we are a small team and have not been able to find a feasible way to make old saves work well.
While you can make copies of your old save files and place them in the save directory, we don’t advise this as doing so can create potentially game breaking bugs in later areas.
The Story Is Over, But The Work Continues No story DLC is currently planned for The Waylanders. After launch, we plan to continue work on The Waylanders, fixing bugs and addressing community feedback that we hear here in the Steam Community, on social media, and in Discord. Watch for updates after launch with fixes, tweaks, and maaaaaaaaaaaaaaaaybe a few extra quests we’d like to add.
Music for the Ages At launch, The Waylanders soundtrack will be made available for purchase so The Waylanders fans can have a taste of Inon Zur’s magic whenever they wish. The soundtrack will have 26 tracks totalling approximately 48 minutes long
We’ll have more details up on the soundtrack’s Steam page which will go live at launch.
Distant Digital Lands While PC has always been our focus for The Waylanders, we’ve had a lot of requests to have The Waylanders reach other platforms. This is something we’re looking into, but for now we want to focus on ensuring our fans who have committed to the journey on PC have the best experience we can craft.
That’s all from us for now. We’ll have a little more to share before launch, but will largely be focused on polishing The Waylanders for release. Again, thank you all for being along for this journey!
A new set of legacy combat encounters have been added for Act 1 at Magician and higher difficulties
Surge ascension modifier move speed increase reduced from 50% to 40%, and the enemies can now be slowed
Reduced base armor on many bosses and captains
Reduced health and damage sensitivity of Toothy Toothums
Reduced health regeneration of enemy Alchemist Chemical Rage
Reduced damage of Brain Sap and Fiend's Grip in Demonic Woods
Glarf's Bloodlust option has been improved from 2 encounters, 50 bonus attack speed, 12% bonus movement speed to 3 encounters, 60 bonus attack speed, and 15% bonus movement speed
Fixed Carrie not leveling up with Ascension in Bug Bait
Fixed Bogdugg's Cudgel and Femur not working
Fixed cases of patrolling units being exploitable via attacks outside their aggro radius
Bosses will now only begin their fights once they've seen the player
Fixed being able to drop movement speed items to circumvent movement speed cap for trap rooms
Trap Room base movement speed increased from 350 to 360
The following items are no longer purchasable from the main shop: Creature Blade Mail Outworld Meteorologist Meteor Hammer Continuum Key
Fixed Pudge Encounter map on west side having too a narrow channel for Pudge to get through
Heroes
Bane
Enfeeble: Cast reduction minor shard increased from 3 to 4%
Fiend's Grip: Mana drain minor shard combined with damage per second minor shard
Clinkz
Singe: Knockback distance increased from 50 to 72
Singe: Knockback duration increased from 0.1 to 0.2
Singe: Slow duration increased from 1 to 2
Dawnbreaker
Solar Guardian: Cooldown reduced from 120/110/100 to 100
Lightbringer: Mana cost reduced from 100 to 75
Lightbringer: Duration increased from 5 to 6
Lightbringer: Cooldown decreased from 60 to 45
Sun Sentinel: Duration increased from 3 to 5 seconds
Death of a Star: Fixed some cases where the cast would not start
Death of a Star: Now increases base heal by 75
Disruptor
Glimpse: Bonus damage minor shard increased from 40 to 50
Static Storm: Cooldown reduced from 90/80/70 to 60/55/50
Shocking Travel: Increased damage from intelligence from 70% to 100%
Pacific Storm: Damage reduction increased from 30 to 50%, and also slows movement speed by 50%.
Drow Ranger
Gust: Bonus blind percent minor shard increased from 5 to 7
Marksmanship: Active cooldown reduced from 70 to 60
Silent Echo: Now also grants Drow 2 agility for every enemy hit and 4 agility for every captain hit for 12s.
Fleet-Footed: Now applies a basic dispell on allies.
Gyrocopter
Missile Ride: Area of effect increased from 90 to 120
Missile Ride: Now deals 2x damage
First Strike: Fixed it having no effect if cast again while already having Flak Cannon active
Juggernaut
Blade Fury: Duration minor shard decreased from 1.0 to 0.75
Detonate Ward: Now increases Healing Ward radius by 150.
White-Hot Katana: Ignite duration increased from 5 to 10
White-Hot Katana: Ignite damage increased from 25% to 50%
Kunkka
Torrent: Damage shard increased from 50 to 75
Tidebringer: Damage increased from 15/30/45/60 to 20/40/60/80
Tidebringer: Damage shard increased from 15 to 20
Ghostship: Cooldown reduced from 80/70/60 to 60
Ghostship: Removed rum absorb minor shard
Ghostship: Added 150 damage minor shard
Tsunami: Now fires a single wave forward that deals 250% of Tidebringer's damage as magic.
Lich
Frost Shield: Damage reduction increased from 5/10/15/20 to 7/14/21/28
Chain Frost: Cooldown reduced from 100/80/60 to 60/55/50
Anti-Magic Shield: Duration is now 50% of Frost Shield's duration
Lina
Fiery Soul: Removed stack duration minor shard
Fiery Soul: Removed mana cost / cooldown minor shard
Fiery Soul: Attack and movement speed shards combined into one upgrade
Dragon Trail: Now creates a Light Strike Array for every 250 distance rather than a fixed 4 (base power unchanged)
Ignition: Now uses Laguna Blade's damage instead of Dragon Slave's
Luna
Eclipse: Cooldown reduced from 140/130/120 to 90
Lunatic Frenzy: Lifesteal increased from 20 to 25%
Lunatic Frenzy: Duration multiplier increased from 3 to 4
Magnus
Empower: Removed cooldown/mana cost shard
Reverse Polarity: Cooldown reduced from 90 to 75
Over-Empower: Now triggers a 50% strength Reverse Polarity at the target when cast instead of granting full bonuses.
Shock and Awe: Now stuns instead of slows targets. Damage reduction changed from 75% for 2.5 seconds to 50% for 2.5 + stun duration seconds.
Too Many Waves: Internal cooldown decreased from 4 to 3.
Mars
Arena of Blood: Cooldown reduced from 90 to 75
Anyway, Here's Spearwall: Now causes soldiers to attack twice as fast and knock enemies back half the amount
Stunning Rebuke: Now grants 2 charges of God's Rebuke. The stun duration is now 50% of the knockback slow duration.
Omniknight
Guardian Angel: Cooldown reduced from 160/140/120 to 120
Guardian Angel: HP Regen minor shard increased from 8 to 12
Heal Life Angel: Purification Trigger chance from 20 to 25%
Queen of Pain
Sonic Wave: Cooldown reduced from 125 to 100
Fervent Assault: Buff duration increased from 4 to 10. Effect can now stack multiple times.
Hall of Pain: Area of effect increased from 80 to 125
Discordant Force: Attack damage increased from 10 to 15, and now gives 1% spell amplification per hit instead of attack speed.
Haunting Echoes: No longer creates a scream at the start location
Sand King
Base armor increased by 1
Burrowstrike: Damage upgrade from 60 -> 75
Burrowstrike: 0.75 stun duration minor shard has been added
Sandstorm: Blind and Slow have been combined into one upgrade
Caustic Finale: Explode damage minor shard from 40 to 50
Caustic Finale: Damage over time minor shard from 7 to 8
Caustic Finale: Slow minor shard has been removed
Epicenter: Attack Speed slow minor shard has been removed
Epicenter: Cooldown reduced from 120/110/100 to 100
Transport Burrow: Now creates an Epicenter at the arrival destination that pulses once for each second of Burrowstrike Stun duration.
Independent Sandstorm: Now also gives Sand King bonus movement speed equal to the slow
Slark
Pounce: Damage shard increased from 50 to 75
Pounce: Distance shard now also increases speed
Brackish Bath: Now always also affects Slark when another unit is targeted
Gone Fishing: Now also grants 2 charges of Pounce.
Lucky Catch: Proc chance increased from 15% to 20%.
Snapfire
Mortimer Kisses: Cooldown reduced from 120/110/100 to 90
Lil Friendly Shredder: Now also grants 3 additional attacks
Tusk
Ice Shards: Base duration from 3.0 to 3.0/3.5/4.0/4.5
Ice Shards: Duration minor shard from 0.5 to 0.75
Ice Shard Extension: Now also grants 2 charges of Ice Shards
Snow Fort: Now also grants Snowball 20% spell lifesteal that is shared with teammates in the snowball
Cool Party: Lifesteal increased from 8% to 12%
And Another Punch!: Now also refunds 50% of the Walrus Punch mana cost, and can occur if the death occurs during the slow debuff rather than only on a direct kill.
Ursa
Earthshock: Removed Earthshock slow minor shard
Ferocity: Now grants allies the current level of Overpower instead of bonus attack speed.
Cannonball: Now also increases Earthshock damage by 25%.
Ursa Minor: Swipes modifier increased from 25% to 35%
Viper
Shedding Skin: Aura radius increased from 900 to 1600
Shedding Skin: Damage increased by 50%
Void Spirit
Resonant Pulse: Absorb Per Unit minor shard increased from 15 to 20
Phantom Attack: Critical strike damage increased from 200% to 300%
Weaver
Time Lapse: Cooldown reduced from 70/55/40 to 60/50/40
Back To Basics: Now also casts Shukuchi on the ally afterwards.
Explosive Reality: Now triggers explosions all along the path rather than only the start and end positions.
Winter Wyvern
Ice Cold Killing: Now emanates the current level of Splinter Blast every second with 50% damage
Witch Doctor
Death Ward: Cooldown reduced from 80 to 60/55/50
Invigorating Charm: Now also grants 8% spell lifesteal
Bewitched: No channel Death Ward duration from 50 to 100%
After the tragic events in Chapter 0, Chapter 1 continues the origin of our anti-hero, Arthur Artorias. A man stripped of his past and forced to escape into isolation. Thought to be dead, he returns eight years later as a different man, disfigured, seeking answers, and pursuing revenge.
It is within this Graphic Novel, to be released in full on August 25th, that we see the kindling origins of Winter Ember’s Anti-Hero. Between these pages, we explore the not-so-humble beginnings of Arthur Artorias and the tragic event that changes the course of his life forever. Our cogs turn as we recognise key characters from the game, as well as pivotal moments that drove Arthur to become the protagonist we play as in Winter Ember.
Winter Ember Comic #1 'Finding Purpose' is available now. The Winter Ember digital comic book series can be found on platforms such as Comic Distro and Kindle. Each edition afterward will be released monthly, with the full graphic novel available April 25, 2022. The Winter Ember digital comic book series can be found on platforms such as Comic Distro and Kindle.
Hello everyone! We wish you all a fantastic start of 2022, a year that certainly has our team beyond excited. As you know from previous updates, we’re tirelessly working on bringing the world of 9 Years of Shadows to life!
This entails going through several tests, overseeing performance issues and placing the littlest of details into place, so definitely be on the lookout for more updates both here and on our social media.
You might have noticed that we have been quiet on YouTube lately, but that will change in the following months. If you recall, during our Kickstarter campaign we created Dev Diaries, a series of videos outlining Europa’s story, a couple of our key team players and even a special message from Michiru Yamane herself. This year, we’ll release our biggest Dev Diary yet, featuring topics like the soundtrack, the story, and most importantly, the gameplay. We always upload them to our Youtube channel, so be sure to be on the lookout for it!
Now that we are on the topic of story and gameplay, it seems only fitting that we introduce one of the game’s main bosses that is also heavily involved with the narrative. Meet Draythus, a legendary warrior. He is both elegant and dangerous, and his encounter with Europa is a pivotal moment for both of them and the story.
This ageless enemy, created by our awesome backer Maximilian Lee Carbaugh, as well as most of our other NPCs, has his own track whenever a conversation with him sparks up. Music often can tell more about a person than words; what do you make of Draythus’ theme?
We have also been working on concept art for different sections of the castle. For instance, vegetation is looking better and more interesting each day. Take a look at various plants from our underwater landscape, greenhouse and boiler section.
As every detail helps build the mystical atmosphere one breaths within Talos Castle, we have designed breakable elements that match each room Europa explores. Where do you think these items go?
Naturally, Europa has also been a character our team has heavily focused on, from emotional portraits to concept art. Every day, Europa is shaping up to become a deeply layered and interesting warrior maiden, and concepts like these allow us to understand her and the lore surrounding her much better.
And it wouldn’t be 9 Years of Shadows without an update regarding our resident cuddly companion, Apino. Animating him is surely one of our favorite activities, just take a look at these poses!
Lastly, we would like to say we feel extremely grateful for all your support and understanding last year, and for the faith you have placed in our team this year to finish the development of Europa’s story and welcome you to enjoy it. The journey is not yet over, but our resolve and motivation are stronger than ever, and together, we know we will see this through!
Remember to follow us on social media and stay tuned for upcoming news on the game!
Hi everyone! "Lost Alone EP.1 - Little Sister" updates : Never Ends! As I always say: your feedback, gameplay and live streaming are KEY to improving the game and introducing new experiences!
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Updated game textures to optimize the experience. Now the game is much lighter![/]
Fixed typos in the texts in both the Italian and English versions.
Fixed typos in the cutscenes in both the Italian and English versions.
Deposit/interest, accumulated fund content has been added. (Capital company employees live in all local mercenary offices.) ※ To use this feature, you may need to restart the game.
New site quest added.(Related to farming It can be used to make money in the early stages.)
The quest compensation increased, and the early part was readjusted. Artifacts have been added as a reward.
An effect has been added when acquiring artifacts.
Language translation has been improved.
Deposit/interest and accrual funds are now available in all regions. It doesn't adopt the usual RPG method of making money just by catching monsters and picking up items.
Deposit interest is 1% asset plus every month, and there is less risk unless the kingdom goes bankrupt.
On the contrary, accumulated funds have high, medium, and low risks, and you can earn up to 25% interest rate every month. (On the contrary, assets may be lost.)
F-Rank Hero Story pursues the political RPG of money in a "controlled world."
It's not a story of catching monsters only and becoming heroes, but you must strategically utilize money to increase your capital and establish yourself as a successful mercenary based on it.
0.980 (Ignition) Content - Reworked unlock process for most late game ships - Shield UI now also telegraphs elemental effects (fire shows how much burn damage you will take etc) - Added EM buildup mechanic for rare electric attacks (those no longer instantly trigger EMP) - Added lock-on range and auto-aim option for easier controller usage - Jump capable enemies might now try to reposition if they are crashing into other ships
Balance/Adjustments - Wire guided harpoons now only adjust course as long as your cursor is in front of them - Heavy Duty: Range penalty decreased, force bonus when pulling at things increased - Revised spacing for many mid and late game waves in interception mode - Added custom death tips for when dying while on fire or frozen - Plasma shots now ignite fuel spills - Wire explosions can no longer ignite fuel spills - Reworked how zone type affects boss pick rates - Optimized the way fuel spill ignition is handled - Turrets on stealth ships no longer longer show attack tells - Missiles/torpedoes fired by stealth ships now have their danger marks fade out rapidly - Prototype cruiser is way less likely to jump into it's own missile barrage now
Fixes - All existing object now go on a longer collision timeout when a new wave spawns (Prevents existing objects from damaging incoming enemies, but still allows them to get destroyed by jump-in collisions) - Fixed harpoons becoming stuck in homing state if a homing target is hit and additional harpoons are still homing onto it - Changed some harpoons colliders to eliminate situations in which harpoon structure would interfere with pulls - Fixed single tethers on attachments leading to self propelled tethers after rip (You can no longer put single tethers on attached attachments since that has no purpose anyways) - Fixed freeze effects completely disabling shield regeneration - Fixed inconsistent fuel spill ignition by explosions - Fixed stabilizing while reeling leaving pull direction indicator visible - Fixed elemental missile destroyer variants spawning wrong death ordnance - Fixed speed collision damage not being affected by frail damage multiplier - Fixed bad blend mode on hostile direction arrows
0.981 (Ignition) Stuff - Added auto-lock and aim assist options - Added option for configuring stick dead zone - Controller: Smoothed out cursor movement - Improved controller pause navigation
Fixes - Fixed pause initialized non-pause version of music tracks if a new track is started during pause - On controller: Fixed cursor position glitches when exceeding harpoon range along diagonals
1.000 (Launch) Adjustments - Removed hitlag on firing homing harpoons - Increased speed of homing harpoons, especially against close homing targets - Increased chance of tac-jump capable enemies attempting to jump out of crash collisions - All turrets now start on a longer cooldown - Stealth enemies now try to adjust to ambient heat levels, making them stand out a bit less on brighter zone backgrounds - Nerfed emission mask stealth bonus
Fixes - Fixed pause initialized non-pause version of music tracks if a new track is started during pause - On controller: Fixed cursor position glitches when exceeding harpoon range along diagonals - Fixed Kinetic Curving sound playing doubling up when rapidly procing deflects - Fixed certain ignite events changing object color even if it is immune to fire - Fixed all boss music being overwritten by regular zone tracks :o - Fixed wave header not adjusting to health bar size changes correctly
1.001 (Launch) - Database unlocks are now based on upgrades acquired across all runs and get hinted at in title area - Heavy Duty: Speed penalty decreased (-25% --> -15%) - Rupture Filament now builds up explosion damage over time and triggers on any tether destruction if at least 10 damage is accumulated - AM-React Armor damage increased (25 --> 120) - Rip Lines bonus rip damage on player pull increased (15% --> 40%) - Instant EMP effects now also change shield ui to electric warning - Added sound tell for meteorite shower hazard - Meteorite shower hazard is targeted less directly at the player now - Incendiary missile move rate and damage nerfed (1.1 --> 1.08 / 5 --> 4) - Nerfed elemental enemy variant spawn rate - Wave modifiers now only start appearing after wave 4 - Reduced cloud/dust density for some zones - Applying resolution now turns fullscreen off, counteracting some situation in which resolution wouldn't get applied correctly - Fixed boss waves not resetting previous wave modifiers - Fixed some extremely evil pixels on the planet killer asteroid that did not adhere to the games color palette - Fixed unlock problems on Black Ops Codes and Buffer Tanks - Fixed all player collisions smothering fires instead of just high speed ones
1.002 (Launch) - Fixed shield overlay not scaling to resolution changes correctly (sry) - Fixed pause music changes affecting main track instead of pause version - Fixed an item ID specific bug